id author title date pages extension mime words sentences flesch summary cache txt cord-243596-ryyokrdx Baron, Lauren When Virtual Therapy and Art Meet: A Case Study of Creative Drawing Game in Virtual Environments 2020-10-16 .txt text/plain 4983 220 52 In a mixed-design study, healthy participants (N=16, 8 females) completed one of the easy or hard trajectories of the virtual therapy game in standing and seated arrangements using a virtual-reality headset. The results from participants' movement accuracy, task completion time, and usability questionnaires indicate that participants had significant performance differences on two levels of the game based on its difficulty (between-subjects factor), but no difference in seated and standing configurations (within-subjects factor). In this paper, we introduce a creative drawing game for virtual therapy and investigate user's comfort, range of motion and movement in multiple scenarios and configurations in a pilot study. The working hypothesis of this study was that our creative drawing VR game would be effective when integrated into therapy by analyzing improved Task Completion Time (TCT), accuracy based on lower number of the mistakes, and user experience (UX). ./cache/cord-243596-ryyokrdx.txt ./txt/cord-243596-ryyokrdx.txt